We have been experiencing a lighting error in Android Vulkan. The following screenshot is taken from the android Vulcan preview. (It is replicated when packaging as well)
As you can see some objects have turned solid white. This only happens when a reflection capture is in the scene. It seems that the larger the reflection capture the more objects turn white. For instance a large sphere reflection capture can turn everything in the scene white. The errors from the screenshot above are from a box reflection capture. We are using forward shading and the target hardware is the meta quest.
We have been able to get around it by limiting the size of the reflection captures, or removing them entirely. These solutions are not sufficient however, as removing them can create its own set of lighting errors, and there are no clear patterns on what is a “small enough” reflection capture. It appears quite arbitrary what does and does not create this error. Based on the research that I have done I believe that I am taking all of the “normal” steps to light a scene for mobile. I’m at a bit of a loss.
Has anyone encountered this before? Does anyone know what might be the underlying cause here?